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I haven't gotten very far into the game, just the first 5 levels.

My biggest question is, why are we evoking DOOM3? I love DOOM3, and Jupiter Hell's engine does fabulous things with shadows, but I just can't stop the feeling that situational darkness can add cheap challenges to the world in a game where every decision you make is important. Unless the devs are planning on using the darkness, it seems counter productive. But in Jupiter Hell, we aren't in first person so the shadows aren't as scary -- it just seems wasted as it stands right now.

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Speaking of which, any chance we could play in first person mode? This might be a bad idea, but I would love to have that as an option so I can take full advantage of the lighting effects.
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I take this back. I don't know what I was thinking, that would look terrible. Maybe add some enemies that are invisible unless they are in range of the flashlight.

Love the handling. Very quick, very responsive.

I do not like the camera -- when I am moving south I feel like I don't have enough screen space.

Cover system is easy and intuitive.

Keybindings are strange, but we are still in development so I am not going to rail on that.

Kudos. Take my money and keep working on the project.
Post edited August 25, 2019 by jadedrakerider
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jadedrakerider: I haven't gotten very far into the game, just the first 5 levels.

My biggest question is, why are we evoking DOOM3? I love DOOM3, and Jupiter Hell's engine does fabulous things with shadows, but I just can't stop the feeling that situational darkness can add cheap challenges to the world in a game where every decision you make is important. Unless the devs are planning on using the darkness, it seems counter productive. But in Jupiter Hell, we aren't in first person so the shadows aren't as scary -- it just seems wasted as it stands right now.
The game is darker than planned due to both visual engine as well as generator issues. Each version it does get a bit brighter :P. There will be levels that will be based on darkness but those will be rare, and will have a mechanical change apart from being dark.
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jadedrakerider: Speaking of which, any chance we could play in first person mode? This might be a bad idea, but I would love to have that as an option so I can take full advantage of the lighting effects.
The game is optimized towards the current view - wierd things happen when you place the camera on the ground, with shadowcasting, with ssr, with animation and a couple more issues. Also due to the fact that you don't see stuff behind you, it's very unplayable. But in developer mode there is actually such a view which we use for hunting visual issues :P
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jadedrakerider: I do not like the camera -- when I am moving south I feel like I don't have enough screen space.
It's a lot more tricky than just moving it around. It's hard to get it to move in the direction of movement without it feeling nauseating, and we cannot zoom it out more due to readability issues. We're aware of the south movement visibility issue and are looking for a sensible solution.
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jadedrakerider: Keybindings are strange, but we are still in development so I am not going to rail on that.
They're basically copied from DoomRL, however they will probably stay as is. Main thing people raise is WSAD for movement, but if you think about it, it makes more sense to use arrow keys. In WSAD controlled games usually the primary control is the mouse, so you use your dominant hand for that, and WSAD for the auxilary controls. In JH, movement is where you'll press 99% keys, so it makes more sense to place it under the dominant hand.
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jadedrakerider: Kudos. Take my money and keep working on the project.
Thank you!